See also Live editing the running console and PC game.
For example, you are running your game on a console. At the same time you are editing the game on your development computer. You can update your changes directly into the running game and can see how your changes look like on the console.
For example, the designer can play the game level for testing. He might find out that, for example, some mesh, some bone animation or some texture bitmap should be modified. Then the level designer can perform this change for example in Photoshop™ or 3D Studio Max™. With clicking on the "Save" respectively "Update" button, these changes are updated into the running Shark 3D based application. The designer can continue playing the modified level in Shark 3D.
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In addition, live editing also works for Perch scripts. For example, during test playing your game, you find out that your Perch script has a logical error. A simple case may be that health points are calculated in a wrong way. Now you can modify the script, compile the script into the byte-code again (which is very quick), and Shark 3D will use the new script code. The update preserves the values of the script variables. So you can continue playing your game in exactly the same situation.
Internally Shark 3D uses a flexible make system for resource compilation. This includes dependency rules and checks.
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In Shark 3D, runtime errors are handled similarly easily as compile time errors. This is especially important because even the most sophisticated tools cannot avoid every possible runtime error. Tools cannot know and understand all actions happening at runtime. Therefore, comfortably handling runtime errors is very important for an efficient workflow.
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For example, a image manipulation program like Photoshop™ can directly take advantage of Live editing the running console and PC game by simply saving a file.
For example, a C++ developer can implement a new specialized low-level shader. All the complex live editing mechanisms are handled by the existing Shark 3D functionality. The C++ developer has not to worry about live editing or DRU. A very simple configuration entry page provides a customized user interface for this new shader. Using the editor plugin mechanism, it is also easily possible to create advanced configuration interfaces going far beyond a fixed set of simple parameters. Then the level designers and artists can use this new shader in the same way as any other existing shader, including updating changes into the running game.
See also Live editing the running console and PC game.